I'm doing some GPGPU stuff on a GLES2 platform that supports maximum RGBA8 render targets (iOS). I need to o开发者_开发知识库utput a vec2 in the range +/- 2.0 with as much precision as I can get, so I'm trying to pack each component into two components of the 8-bit output.
An important requirement is that a decode+encode round trip preserves the encoded value. My current solution does not have this property and as a result my values are drifting all over the place.
This is what I have now (it's a bit verbose because I'm still thinking my way through it):
const float fixed_scale = 4.0;
lowp vec4 encode_fixed(highp vec2 v) {
vec2 scaled = 0.5 + v/fixed_scale; // map to range 0..1
vec2 low = fract(scaled * 255.0); // extract low order part
vec2 high = scaled - low/255.0; // subtract low from high order part
return vec4(low.x,high.x,low.y,high.y); // pack into rgba8
}
vec2 decode_fixed(highp vec4 v) {
vec2 scaled = v.yw + v.xz/255.0; // recombine low and high parts
return (scaled - 0.5) * fixed_scale; // map back to original range
}
EDIT: simpler code, but still drifts
i think that will help you:
vec4 PackFloat8bitRGBA(float val) {
vec4 pack = vec4(1.0, 255.0, 65025.0, 16581375.0) * val;
pack = fract(pack);
pack -= vec4(pack.yzw / 255.0, 0.0);
return pack;
}
float UnpackFloat8bitRGBA(vec4 pack) {
return dot(pack, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0));
}
vec3 PackFloat8bitRGB(float val) {
vec3 pack = vec3(1.0, 255.0, 65025.0) * val;
pack = fract(pack);
pack -= vec3(pack.yz / 255.0, 0.0);
return pack;
}
float UnpackFloat8bitRGB(vec3 pack) {
return dot(pack, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0));
}
vec2 PackFloat8bitRG(float val) {
vec2 pack = vec2(1.0, 255.0) * val;
pack = fract(pack);
pack -= vec2(pack.y / 255.0, 0.0);
return pack;
}
float UnpackFloat8bitRG(vec2 pack) {
return dot(pack, vec2(1.0, 1.0 / 255.0));
}
note the elemination of hardware biasing: pack -= vec4(pack.yzw / 255.0, 0.0)
- big thanks to Aras Pranckevičius for that
Ok, I'll answer my own question. This seems to work -- it doesn't drift, but the visual results look a bit inaccurate to me. Notice the rounding in the decoder, which is necessary.
const float fixed_scale = 4.0;
lowp vec4 encode_fixed(highp vec2 v) {
vec2 scaled = 0.5 + v/fixed_scale;
vec2 big = scaled * 65535.0/256.0;
vec2 high = floor(big) / 255.0;
vec2 low = fract(big);
return vec4(low.x,high.x,low.y,high.y);
}
vec2 decode_fixed(highp vec4 v) {
v = floor(v * 255.0 + 0.5);
vec2 scaled = vec2(v.yw * 256.0 + v.xz) / 65535.0;
return (scaled - 0.5) * fixed_scale;
}
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